diff --git a/Makefile b/Makefile index 648fa69f..d135cde1 100644 --- a/Makefile +++ b/Makefile @@ -147,7 +147,7 @@ endif # Highest supported optimizations are -O2, higher levels # will likely break this crappy code. ifdef DEBUG -CFLAGS ?= -O0 -g -Wall -pipe +CFLAGS ?= -O0 -g -Wall -pipe -DDEBUG ifdef ASAN override CFLAGS += -fsanitize=address -DUSE_SANITIZER endif diff --git a/doc/040_cvarlist.md b/doc/040_cvarlist.md index d74b637e..057148b0 100644 --- a/doc/040_cvarlist.md +++ b/doc/040_cvarlist.md @@ -458,9 +458,8 @@ Set `0` by default. * **gl1_overbrightbits**: Enables overbright bits, brightness scaling of lightmaps and models. Higher values make shadows less dark. Possible values are `0` (no overbright bits), `1` (more correct lighting for - water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the - dynamic meshes, like enemies and items), and `4` (scale lighting of - everything by 4). Applied in realtime, does not need `vid_restart`. + liquids), `2` (scale lighting by factor 2), and `4` (scale by factor + 4). Applied in realtime, does not need `vid_restart`. * **gl1_particle_square**: If set to `1` particles are rendered as squares. diff --git a/src/client/header/keyboard.h b/src/client/header/keyboard.h index e05644ac..f91f7375 100644 --- a/src/client/header/keyboard.h +++ b/src/client/header/keyboard.h @@ -220,8 +220,6 @@ enum QKEYS { K_STICK_RIGHT, K_SHOULDER_LEFT, K_SHOULDER_RIGHT, - K_TRIG_LEFT, - K_TRIG_RIGHT, K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, @@ -231,11 +229,13 @@ enum QKEYS { K_PADDLE_2, K_PADDLE_3, K_PADDLE_4, - K_TOUCHPAD, + K_TOUCHPAD, // SDL_CONTROLLER_BUTTON_MAX - 1 + K_TRIG_LEFT, // buttons for triggers (axes) + K_TRIG_RIGHT, // add other joystick/controller keys before this one // and adjust it accordingly, also remember to add corresponding _ALT key below! - K_JOY_LAST_REGULAR = K_TOUCHPAD, + K_JOY_LAST_REGULAR = K_TRIG_RIGHT, /* Can't be mapped to any action (=> not regular) */ K_JOY_BACK, @@ -252,8 +252,6 @@ enum QKEYS { K_STICK_RIGHT_ALT, K_SHOULDER_LEFT_ALT, K_SHOULDER_RIGHT_ALT, - K_TRIG_LEFT_ALT, - K_TRIG_RIGHT_ALT, K_DPAD_UP_ALT, K_DPAD_DOWN_ALT, K_DPAD_LEFT_ALT, @@ -264,6 +262,8 @@ enum QKEYS { K_PADDLE_3_ALT, K_PADDLE_4_ALT, K_TOUCHPAD_ALT, + K_TRIG_LEFT_ALT, + K_TRIG_RIGHT_ALT, K_LAST }; diff --git a/src/client/input/sdl.c b/src/client/input/sdl.c index ffac7ebd..cb5b7f5f 100644 --- a/src/client/input/sdl.c +++ b/src/client/input/sdl.c @@ -78,7 +78,7 @@ typedef enum // IN_Update() called at the beginning of a frame to the // actual movement functions called at a later time. static float mouse_x, mouse_y; -static int sdl_back_button = SDL_CONTROLLER_BUTTON_BACK; +static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_BACK; static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y; static float gyro_yaw, gyro_pitch; static qboolean mlooking; @@ -495,45 +495,6 @@ IN_TranslateScancodeToQ2Key(SDL_Scancode sc) return 0; } -static int -IN_TranslateGamepadBtnToQ2Key(int btn) -{ - -#define MY_BTN_CASE(X,Y) case SDL_CONTROLLER_BUTTON_ ## X : return K_ ## Y; - - switch( btn ) - { - // case SDL_CONTROLLER_BUTTON_A : return K_BTN_A; - MY_BTN_CASE(A,BTN_A) - MY_BTN_CASE(B,BTN_B) - MY_BTN_CASE(X,BTN_X) - MY_BTN_CASE(Y,BTN_Y) - MY_BTN_CASE(LEFTSHOULDER,SHOULDER_LEFT) - MY_BTN_CASE(RIGHTSHOULDER,SHOULDER_RIGHT) - MY_BTN_CASE(LEFTSTICK,STICK_LEFT) - MY_BTN_CASE(RIGHTSTICK,STICK_RIGHT) - MY_BTN_CASE(DPAD_UP,DPAD_UP) - MY_BTN_CASE(DPAD_DOWN,DPAD_DOWN) - MY_BTN_CASE(DPAD_LEFT,DPAD_LEFT) - MY_BTN_CASE(DPAD_RIGHT,DPAD_RIGHT) -#if SDL_VERSION_ATLEAST(2, 0, 14) // support for newer buttons - MY_BTN_CASE(PADDLE1,PADDLE_1) - MY_BTN_CASE(PADDLE2,PADDLE_2) - MY_BTN_CASE(PADDLE3,PADDLE_3) - MY_BTN_CASE(PADDLE4,PADDLE_4) - MY_BTN_CASE(MISC1,BTN_MISC1) - MY_BTN_CASE(TOUCHPAD,TOUCHPAD) -#endif - MY_BTN_CASE(BACK,BTN_BACK) - MY_BTN_CASE(GUIDE,BTN_GUIDE) - MY_BTN_CASE(START,BTN_START) - } - -#undef MY_BTN_CASE - - return 0; -} - static void IN_Controller_Init(qboolean notify_user); static void IN_Controller_Shutdown(qboolean notify_user); @@ -763,20 +724,16 @@ IN_Update(void) case SDL_CONTROLLERBUTTONDOWN: { qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN); + unsigned char btn = event.cbutton.button; // Handle Back Button first, to override its original key - if (event.cbutton.button == sdl_back_button) + if (btn == sdl_back_button) { Key_Event(K_JOY_BACK, down, true); break; } - key = IN_TranslateGamepadBtnToQ2Key(event.cbutton.button); - if(key != 0) - { - Key_Event(key, down, true); - } - + Key_Event(K_BTN_A + btn, down, true); break; } diff --git a/src/client/menu/videomenu.c b/src/client/menu/videomenu.c index bdffd666..4aa66e4d 100644 --- a/src/client/menu/videomenu.c +++ b/src/client/menu/videomenu.c @@ -589,7 +589,7 @@ VID_MenuInit(void) s_gl1_overbrightbits_slider.generic.y = (y += 10); s_gl1_overbrightbits_slider.cvar = "gl1_overbrightbits"; s_gl1_overbrightbits_slider.minvalue = 0; - s_gl1_overbrightbits_slider.maxvalue = 3; + s_gl1_overbrightbits_slider.maxvalue = 2; s_gl1_overbrightbits_slider.slidestep = 1; s_gl1_overbrightbits_slider.printformat = "%.0f"; diff --git a/src/client/refresh/gl1/gl1_image.c b/src/client/refresh/gl1/gl1_image.c index a6354884..31b00165 100644 --- a/src/client/refresh/gl1/gl1_image.c +++ b/src/client/refresh/gl1/gl1_image.c @@ -559,11 +559,11 @@ R_Upload32Native(unsigned *data, int width, int height, qboolean mipmap) break; } } - glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, mipmap); + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, mipmap); glTexImage2D(GL_TEXTURE_2D, 0, comp, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, false); + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, false); return samples == gl_alpha_format; } diff --git a/src/client/refresh/gl1/gl1_main.c b/src/client/refresh/gl1/gl1_main.c index 3ffd627b..729e02f2 100644 --- a/src/client/refresh/gl1/gl1_main.c +++ b/src/client/refresh/gl1/gl1_main.c @@ -1416,6 +1416,10 @@ RI_Init(void) R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n"); R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n"); +#ifdef DEBUG + R_Printf(PRINT_ALL, "ref_gl1::R_Init() - DEBUG mode enabled\n"); +#endif + GetPCXPalette(&colormap, d_8to24table); GetPCXPalette24to8((byte *)d_8to24table, &gl_state.d_16to8table); free(colormap); @@ -1630,15 +1634,22 @@ RI_BeginFrame(float camera_separation) // Clamp overbrightbits if (gl1_overbrightbits->modified) { - if (gl1_overbrightbits->value < 0) + int obb_val = (int)gl1_overbrightbits->value; + + if (obb_val < 0) { - ri.Cvar_Set("gl1_overbrightbits", "0"); + obb_val = 0; } - else if (gl1_overbrightbits->value > 4) + else if (obb_val == 3) { - ri.Cvar_Set("gl1_overbrightbits", "4"); + obb_val = 2; + } + else if (obb_val > 4) + { + obb_val = 4; } + ri.Cvar_SetValue("gl1_overbrightbits", obb_val); gl1_overbrightbits->modified = false; } @@ -2007,3 +2018,32 @@ Com_Error(int code, const char *fmt, ...) ri.Sys_Error(code, "%s", text); } + +#ifdef DEBUG +void +glCheckError_(const char *file, const char *function, int line) +{ + GLenum errorCode; + const char * msg; + +#define MY_ERROR_CASE(X) case X : msg = #X; break; + + while ((errorCode = glGetError()) != GL_NO_ERROR) + { + switch(errorCode) + { + MY_ERROR_CASE(GL_INVALID_ENUM); + MY_ERROR_CASE(GL_INVALID_VALUE); + MY_ERROR_CASE(GL_INVALID_OPERATION); + MY_ERROR_CASE(GL_STACK_OVERFLOW); + MY_ERROR_CASE(GL_STACK_UNDERFLOW); + MY_ERROR_CASE(GL_OUT_OF_MEMORY); + default: msg = "UNKNOWN"; + } + R_Printf(PRINT_ALL, "glError: %s in %s (%s, %d)\n", msg, function, file, line); + } + +#undef MY_ERROR_CASE + +} +#endif diff --git a/src/client/refresh/gl1/header/local.h b/src/client/refresh/gl1/header/local.h index 5fbd6a95..e8d47404 100644 --- a/src/client/refresh/gl1/header/local.h +++ b/src/client/refresh/gl1/header/local.h @@ -279,6 +279,55 @@ void R_TextureAlphaMode(char *string); void R_TextureSolidMode(char *string); int Scrap_AllocBlock(int w, int h, int *x, int *y); +#ifdef DEBUG +void glCheckError_(const char *file, const char *function, int line); +// Ideally, the following list should contain all OpenGL calls. +// Either way, errors are caught, since error flags are persisted until the next glGetError() call. +// So they show, even if the location of the error is inaccurate. +#define glDrawArrays(...) glDrawArrays(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexImage2D(...) glTexImage2D(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexSubImage2D(...) glTexSubImage2D(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexEnvf(...) glTexEnvf(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexEnvi(...) glTexEnvi(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glVertexPointer(...) glVertexPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexCoordPointer(...) glTexCoordPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glColorPointer(...) glColorPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTexParameteri(...) glTexParameteri(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glBindTexture(...) glBindTexture(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glFrustum(...) glFrustum(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glTranslatef(...) glTranslatef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glRotatef(...) glRotatef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glScalef(...) glScalef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glScissor(...) glScissor(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glBlendFunc(...) glBlendFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDepthFunc(...) glDepthFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDepthMask(...) glDepthMask(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDepthRange(...) glDepthRange(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glEnable(...) glEnable(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDisable(...) glDisable(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glEnableClientState(...) glEnableClientState(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDisableClientState(...) glDisableClientState(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glPushMatrix(...) glPushMatrix(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glPopMatrix(...) glPopMatrix(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glMatrixMode(...) glMatrixMode(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glOrtho(...) glOrtho(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glColorMask(...) glColorMask(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glStencilOp(...) glStencilOp(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glStencilFunc(...) glStencilFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDrawBuffer(...) glDrawBuffer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glReadPixels(...) glReadPixels(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glClear(...) glClear(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glClearColor(...) glClearColor(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glClearStencil(...) glClearStencil(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glDeleteTextures(...) glDeleteTextures(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glFinish() glFinish(); glCheckError_(__FILE__, __func__, __LINE__) +#define glAlphaFunc(...) glAlphaFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glHint(...) glHint(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glLoadIdentity() glLoadIdentity(); glCheckError_(__FILE__, __func__, __LINE__) +#define glBegin(...) glBegin(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__) +#define glEnd() glEnd(); glCheckError_(__FILE__, __func__, __LINE__) +#endif + /* GL extension emulation functions */ void R_DrawParticles2(int n, const particle_t particles[],